Fydar
Brighton, UK
- https://fydar.dev/
- @Fydar
- /in/fydar
Greetings,
I am a programmer with 7 years, 6 months of experience working in the Games Development industry. I have worked on 8 commercial titles and I have an extensive portfolio of other works.
EITR
LEGO® Star Wars™ Battles
Star Citizen
Squadron 42
OutRage: Fight Fest
Southfield
UNO™
Phasmophobia
My career has been diverse, spanning a range of disciplines in the Games Development industry, making me a highly versatile candidate for any role.
- Backend Engineer for highly scalable, distributed cloud microservices and dedicated servers
- Systems Engineer for performance-critical and complex systems
- Tools Engineer for technical art, game design, game data authoring, and asset management
- Multiplayer Engineer for game clients, meta-game servers, and realtime game servers
- Gameplay Engineer with a keen understanding of satisfying mechanics
- Technical Artist for asset pipelines and artist tooling
In addition to my professional experience in the above disciplines, I'm also a very active hobbyist developer. I regularly participate in game jams, many of which are available on my portfolio website. These serve as a great opportunity for me to push the boundaries of my knowledge with new techniques and the latest technologies.
Thank you for your consideration.
Sincerely,
Fydar
/θaɪdɑr/
Professional Experience
Systems Engineering
Backend Engineering
Tools Programming
Gameplay Programming
Multiplayer Programming
Technical Art
Kinetic Games
Full-time Indie 3 months
Southampton, United Kingdom Hybrid
Senior Gameplay Programmer
December 2024 – March 2025 3 mos
Snap Finger Click
Full-time AA 5 months
Brighton, United Kingdom Remote
Senior Gameplay Programmer
July 2024 – November 2024 5 mos
Radical Forge
Full-time AA 1 year, 7 months
Middlesbrough, United Kingdom Remote
Senior Tools Programmer
September 2022 – March 2024 1 yr, 7 mos
EGX 2023 Panellist
'Technical art roles: What they are, and how to get one'
Hardball Games
Full-time AA 3 months
Brighton, United Kingdom Hybrid
Senior Gameplay Programmer
April 2022 – June 2022 3 mos
Cloud Imperium Games
Full-time AAA 1 years, 8 months
Wilmslow, United Kingdom Remote
Tools Programmer
September 2020 – April 2022 1 yrs 8 mos
TT Games
Full-time AA 2 years, 3 months
Brighton, United Kingdom On-site
Server Programmer
May 2019 – September 2020 1 yr 5 mos
Junior Server Programmer
July 2018 – May 2019 10 mos
Eneme Entertainment
Full-time Indie 1 year
London, United Kingdom Remote
Systems Programmer
July 2017 – July 2018 1 yr
Education
Northbrook College
Worthing, United Kingdom
Extended Diploma in Games Development
2017 – 2018 Distinction
It was towards the end of this course that I started my work at 'Eneme Entertainment' on the indie title 'EITR'.

The Dwellers
A dungeon crawler with a powerful node-based editor for the RPG system.

Voxel Multiplayer
Fully bespoke voxel rendering system to create a 'Cube World' style game with a multiplayer component.
Diploma in Games Development
2016 – 2017 Distinction
I joined this course with a strong understanding of game development and programming from my hobbyist experience. This course offered me the freedom to explore programming concepts at my speed. I also had the opportunity to learn the fundamentals of 2D and 3D art.
I became familiar with 3DS Max which became my tool of choice. This benefited my understanding of 3D graphics greatly. The 3D artistry later inspired my exploration of Substance Designer and other tech art tools.

The New Earth Conflict
A realtime space strategy game where the player takes the pilot seat of a battleship.

Crypt Crawl
A pixel art dungeon crawler with dungeon textures generated in Substance Designer.
Game Jams
GBJAM 8
September 2022 1 week Solo
I can't remember why I finally decided on the project idea, but once I did, the first thing I made was a shader that could emulate the style and feel of a Game Boy game. I then used Pyxel Edit to create the pixel art tilesets used for the character, terrain, and mining minigame.
I especially enjoyed creating the procedural generation systems to firstly create the maps and then scatter minable resources underneath the rock. I created the entire game using a single entrypoint, as opposed to the Unity component based IoC (inversion of control).

Mini Miner
The Game Boy demake of the Nintendo DS Pokémon Diamond and Pearl underground mining minigame.
Ludum Dare 46 Compo
April 2020 48 hours Solo
Upon hearing the theme 'Keep it alive' I immediately recalled my days playing the "Healer" in MMORPG raids and wanted to create a UI-only version of my experiences.
I also explored new scripting methods to create abilities in RPG games, as I wanted to be able to create a system that would allow me to add multiple unique ways of healing your allies.
I'm very proud of the overall experience, primarily because of it’s difficulty. It may take several playthroughs to complete, but it is doable once you know what you are down.

Raid Healer Simulator
The simulation experience of what it’s like to be a healer in an MMORPG raid, complete with a variety of abilities and a challenging boss battle.
Asteroids Clone
July 2018 8 hours Solo
For this Asteroids clone, the first thing I implemented was procedurally generated asteroid meshes. I then utilised Unity’s 2D physics engine to fling those asteroids into the centre of the arena.
After the code test concluded, I added Discord integration via the Discord SDK.

Astral Elites
The physics-based and fast-paced asteroid clone for the modern era, complete with Discord integration.